Wynnreyell Moonsilver
|
Wynn moves up to the group and grabs hold of Bristor and Julian. "Ready to go?"
If yes, he will dim door the them to the room suggested in the discussion thread. The southernmost room
GM Lorenzo
|
Wynnreyell moves next to Bristor and Julian and asks if everybody's set, ready to cast dimension door.
Effects:
Particulate Form
Relic of Chaldira Zuzaristan: +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Stoneskin, Communal
Moment of Greatness
Tactician (Escape Route)
Round 3
Bold may act.
Julian
Archaememnon
---
Nightcrawler (Readied Action? Delay?)
---
Sir Hendric
Peter
Wynnreyell (Readied dimension door)
Bristor
Julian and Archaememnon, you're up!
Julian Duphin
|
Ready to bamph.
Bristor Gwin
|
Ready
GM Lorenzo
|
Getting a curt nod from Bristor and Julian, Wynnreyell casts dimension door. Slipping through the surly bonds of time and space, the trio is transported to the southernmost chamber within the prison complex.
Anticipating an imminent attack, the nightcrawlers channels a burst of negative energy that rolls over the three intruders.
Negative Energy, Will DC31 for half: 9d6 ⇒ (5, 6, 1, 6, 2, 4, 3, 6, 5) = 38
Effects:
Particulate Form
Relic of Chaldira Zuzaristan: +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Stoneskin, Communal
Moment of Greatness
Tactician (Escape Route)
Round 3
Bold may act.
Julian (Will DC31)
Archaememnon
---
Nightcrawler
---
Sir Hendric
Peter
Wynnreyell (Will DC31)
Bristor (Will DC31)
Julian and Archaememnon, you're up!
Bristor Gwin
|
Will save w/ heroism, sacred purity, lifesurge: 1d20 + 21 + 2 + 4 + 4 ⇒ (18) + 21 + 2 + 4 + 4 = 49
With Stalwart ablility, take no damage on a save
Julian Duphin
|
Heroism, Orchid Drop
Will Save: 1d20 + 16 + 2 + 2 ⇒ (18) + 16 + 2 + 2 = 38
I have Deathless armor and resist negative 10, so I won't take any damage.
"You underestimate us, monster." Julian delves deep into his memory and taps the mythic power of the Ruby Sage to empower his attacks.
Julian studies the creature, clicks his heels together and attacks.
Haste, Heroism, Mutagen, Mythic Power Attack, Studied Combat, Relic
+1 inspired longspear: 1d20 + 14 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (4) + 14 + 1 + 2 + 3 - 3 + 6 + 1 = 28 + Inspiration: 2d8 ⇒ (3, 1) = 4 Total: 31
for piercing: 1d8 + 10 + 13 + 6 ⇒ (8) + 10 + 13 + 6 = 37 + Inspired:6Total: 43
Haste: 1d20 + 14 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (6) + 14 + 1 + 2 + 3 - 3 + 6 + 1 = 30 + Inspiration: 2d8 ⇒ (6, 1) = 7 Total: 36
for piercing: 1d8 + 10 + 13 + 6 ⇒ (1) + 10 + 13 + 6 = 30 + Inspired:12 Total: 42
Iterative: 1d20 + 9 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (9) + 9 + 1 + 2 + 3 - 3 + 6 + 1 = 28 + Inspiration: 2d8 ⇒ (8, 1) = 9 Total: 36
for piercing: 1d8 + 10 + 13 + 6 ⇒ (2) + 10 + 13 + 6 = 31 + Inspired:16 Total: 49
Target is sickened and cannot make attacks of opportunity
Julian will use Bodyguard to raise the AC of allies in range by 2 if they are attacked.
+1 inspired longspear: 1d20 + 14 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (10) + 14 + 1 + 2 + 3 - 3 + 6 + 1 = 34
for piercing: 1d8 + 10 + 13 + 6 ⇒ (5) + 10 + 13 + 6 = 34
GM Lorenzo
|
Bristor and Julian let the nightcrawler's wave of negative energy harmlessly pass over them.
Julian studies his target and thrusts his longspear thrice, piercing the chitinous armor of the nightshade twice, sickening the gargantuan undead monster. Then the investigator adjusts the grip on his weapon, prepared to guard his companions.
Effects:
Particulate Form
Relic of Chaldira Zuzaristan: +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Stoneskin, Communal
Moment of Greatness
Tactician (Escape Route)
Round 4
Bold may act.
Julian
Archaememnon
Peter
Sir Hendric
Bristor
Wynnreyell (Will DC31)
---
Nightcrawler (-61; Sickened)
Archaememnon, Peter, Sir Hendric, Bristor, and Wynnreyell, you're up!
Bristor Gwin
|
Shrugging off the wave of negative energy, Bristor says simply, “My turn!”
He activates greater bane against undead, clicks his heels for a bit of supernatural speed, and starts to carve into the extraplanar monstrosity.
Attack 1: +4 good lifesurge keen falchion, PA, judgment, haste, greater bane, luck, heroism: 1d20 + 25 - 4 + 4 + 1 + 2 + 1 + 2 ⇒ (7) + 25 - 4 + 4 + 1 + 2 + 1 + 2 = 38
dmg 1? Greater bane & d6 sonic damage : 2d4 + 30 + 4d6 + 1d6 ⇒ (2, 3) + 30 + (1, 4, 1, 5) + (6) = 52
Extra full BAB attack from haste:
Attack 2: +4 good lifesurge keen falchion, PA, judgment, haste, greater bane, luck, heroism: 1d20 + 25 - 4 + 4 + 1 + 2 + 1 + 2 ⇒ (5) + 25 - 4 + 4 + 1 + 2 + 1 + 2 = 36
dmg 2? Greater bane & d6 sonic damage : 2d4 + 30 + 4d6 + 1d6 ⇒ (2, 4) + 30 + (1, 3, 4, 5) + (3) = 52
Attack 3: +4 good lifesurge keen falchion, PA, judgment, haste, greater bane, luck, heroism: 1d20 + 20 - 4 + 4 + 1 + 2 + 1 + 2 ⇒ (18) + 20 - 4 + 4 + 1 + 2 + 1 + 2 = 44
dmg 3? Greater bane & d6 sonic damage : 2d4 + 30 + 4d6 + 1d6 ⇒ (3, 1) + 30 + (2, 3, 3, 5) + (4) = 51
Attack 4: +4 good lifesurge keen falchion, PA, judgment, haste, greater bane, luck, heroism: 1d20 + 15 - 4 + 4 + 1 + 2 + 1 + 2 ⇒ (3) + 15 - 4 + 4 + 1 + 2 + 1 + 2 = 24
dmg 4? Greater bane & d6 sonic damage : 2d4 + 30 + 4d6 + 1d6 ⇒ (4, 2) + 30 + (1, 6, 2, 4) + (5) = 54
Attack #3 crit confirm?
Attack 3 confirmation?: +4 good lifesurge keen falchion, PA, judgment, haste, greater bane, luck, heroism: 1d20 + 20 - 4 + 4 + 1 + 2 + 1 + 2 ⇒ (2) + 20 - 4 + 4 + 1 + 2 + 1 + 2 = 28
crit dmg 3?: 2d4 + 30 ⇒ (3, 2) + 30 = 35
Stoneskin = 150/150
Judgments: 1/6 activations
Boots of Speed: 6/10 rounds
Greater Bane: 12/16 rounds
Dimensional Hop: 32/32 5ft increments a day
Spells: 1st 6/7 ; 2nd 4/6; 3rd 2/6; 4th 0/5; 5th 1/4; 6th 1/1
Peter Zarr
|
Peter delivers the dragon via dimension door.
Put yourself where ever you like. @ Hendric I could DD you if you fast dismount and mount onto Arch, or simply fast dismount, or stay on your horse and walk up instead
Archaememnon
|
Arch arrives on her feet, ready to give it all she's got.
Power Attack, Vicious Enhancement
Bite:
1d20 + 26 + 1 - 5 ⇒ (20) + 26 + 1 - 5 = 42
2d6 + 2d6 + 9 + 10 ⇒ (6, 1) + (4, 5) + 9 + 10 = 35 plus 1d6 ⇒ 1 (fire)
Confirming:
1d20 + 26 + 1 - 5 ⇒ (9) + 26 + 1 - 5 = 31
Vicious damage to Arch:
1d6 ⇒ 5
2 Claws:
1d20 + 26 + 1 - 5 ⇒ (3) + 26 + 1 - 5 = 25
1d8 + 2d6 + 9 + 10 ⇒ (1) + (5, 4) + 9 + 10 = 29 plus 1d6 ⇒ 3 (fire)
1d20 + 26 + 1 - 5 ⇒ (18) + 26 + 1 - 5 = 40
1d8 + 2d6 + 9 + 10 ⇒ (3) + (1, 2) + 9 + 10 = 25 plus 1d6 ⇒ 2 (fire)
Vicious damage to Arch:
1d6 ⇒ 5
2 Wings:
1d20 + 26 + 1 - 5 ⇒ (1) + 26 + 1 - 5 = 23
1d6 + 2d6 + 4 + 10 ⇒ (3) + (2, 5) + 4 + 10 = 24
1d20 + 26 + 1 - 5 ⇒ (8) + 26 + 1 - 5 = 30
1d6 + 2d6 + 4 + 10 ⇒ (5) + (6, 2) + 4 + 10 = 27
Tail:
1d20 + 26 + 1 - 5 ⇒ (19) + 26 + 1 - 5 = 41
1d8 + 2d6 + 4 + 10 ⇒ (8) + (5, 2) + 4 + 10 = 29
Vicious damage to Arch:
1d6 ⇒ 3
Sir Hendric the Vigilant
|
All - Moment of Greatness lets you double a Morale bonus for one roll, after which Moment of Greatness ends for you. So if you have +2 from Heroism, make it a +4 for one roll if you want. Or save it to double Death Ward's +4 morale bonus vs death effects to +8.
Sir Hendric and Sentry move through the northern corridor, evading the creature's reach due to shared Escape Route.
Sir Hendric Challenges the nightwalker and strikes with his lance!
Challenge/PA, Blood Reservoir, Relic: 1d20 + 28 + 4 + 1 ⇒ (17) + 28 + 4 + 1 = 50
Damage, Blood Reservoir: 1d8 + 42 + 4 ⇒ (7) + 42 + 4 = 53
AC is 43 against it with Rune of Alacrity and Champion Shield, plus Snake Style or Mounted Combat.
Will expend Moment of Greatness to double the Heroism bonus, making this +36 for Snake Style with Heroism and Relic; +32 for Mounted Combat.
GM Lorenzo
|
Peter's dimension door delivers Archaememnon inside the prison complex, and the transformed dragon unleashes a flurry of golden hell on the Whispering Tyrant's nightcrawler.
The dragon's jaws close on the monster, a claw rakes through its side, and a vicious tail slap crashes down upon its back.
Sir Hendric guides the narrow-hipped Sentry through the halls of the prison complex and thrusts his lance into the gargantuan nightshade.
The nightcrawler screams in pain and rage, "ROOAARRR!"
Effects:
Particulate Form
Relic of Chaldira Zuzaristan: +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Stoneskin, Communal
Moment of Greatness
Tactician (Escape Route)
Round 4
Bold may act.
Julian
Archaememnon
Peter
Sir Hendric
Bristor
Wynnreyell (Will DC31)
---
Nightcrawler (-222; Sickened)
Wynnreyell, you're up!
Wynnreyell Moonsilver
|
Active effects
Stone Skin 150/150?
Particulate Form
Gravity bow
Fly
Will save: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Negative energy washes over Wynn. "That hurts"
Wynn focuses and fires off his silver blanched arrows.
PBS, PBS Master, Clustered Shot and Rapid shot
arrow #1: 1d20 + 24 ⇒ (20) + 24 = 44
silver, magic, good and axiomatic: 2d6 + 9 ⇒ (6, 4) + 9 = 19
if evil: 2d6 ⇒ (1, 3) = 4
electricity: 1d6 ⇒ 2
arrow #2: 1d20 + 24 ⇒ (8) + 24 = 32
silver, magic, good and axiomatic: 2d6 + 9 ⇒ (1, 2) + 9 = 12
if evil: 2d6 ⇒ (1, 5) = 6
electricity: 1d6 ⇒ 3
arrow #3: 1d20 + 19 ⇒ (3) + 19 = 22
silver, magic, good and axiomatic: 2d6 + 9 ⇒ (2, 5) + 9 = 16
if evil: 2d6 ⇒ (1, 1) = 2
electricity: 1d6 ⇒ 6
arrow #4: 1d20 + 14 ⇒ (17) + 14 = 31
silver, magic, good and axiomatic: 2d6 + 9 ⇒ (5, 5) + 9 = 19
if evil: 2d6 ⇒ (6, 4) = 10
electricity: 1d6 ⇒ 5
Confirming Critical on arrow #1
arrow #1: 1d20 + 24 ⇒ (19) + 24 = 43
silver, magic, good and axiomatic: 4d6 + 19 ⇒ (1, 3, 2, 3) + 19 = 28
shocking burst: 2d10 ⇒ (9, 2) = 11
And of course, any misses come back to my quiver
GM Lorenzo
|
The nightcrawler's burst of negative energy rocks Wynnreyell. But then, only ten feet away from the gargantuan centipede, Wynnreyell looses a four-round burst of silver-blanched arrows from his heavily enchanted bow. *Thwap! Thwap! Thwap! Thwap!*
The first arrow strikes his target with devastating precision. The other three missiles return to the arcane archer's quiver like a trio of the caped crusader's batarangs.
The wounded monster swiftly uses a spell-like ability, and a cone-shaped blast of extreme cold extends outward from the creature, draining the heat from the bodies of Bristor, Julian, and Wynnreyell like sides of beef in Rocky Balboa's meat locker. "Freeze, m*!!*@-f+@$!@s!"
Cold Damage; Reflex DC21 for half: 15d6 ⇒ (4, 3, 2, 5, 6, 2, 5, 2, 4, 1, 5, 1, 2, 3, 1) = 46
Then the gargantuan undead centipede tries to eliminate its most dangerous threat with bite and sting. *CRUNCH!* Its powerful mandibles chew through the adamantine crust of the golden dragon-nugget and grab her. Then the nightshade stings Archaememnon, *Pfftt!*, injecting a withering venom into its grappled victim like Conrad Robert Murray into the King of Pop.
Sickened Bite; Damage plus cold and grab: 1d20 + 32 - 2 ⇒ (13) + 32 - 2 = 434d10 + 18 - 2 ⇒ (10, 8, 4, 4) + 18 - 2 = 424d6 ⇒ (3, 1, 4, 3) = 11
Sickened Grab: 1d20 + 41 - 2 ⇒ (18) + 41 - 2 = 57
Sickened Sting; Damage plus cold and poison: 1d20 + 32 - 2 ⇒ (8) + 32 - 2 = 384d6 + 18 ⇒ (6, 5, 5, 1) + 18 = 354d6 ⇒ (1, 5, 6, 5) = 17
Effects:
Particulate Form
Relic of Chaldira Zuzaristan: +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Stoneskin, Communal
Moment of Greatness
Tactician (Escape Route)
Round 5
Bold may act.
Julian (Reflex DC21)
Archaememnon (-85; grappled; Fortitude DC28 vs Poison)
Peter
Sir Hendric
Bristor (Reflex DC21)
Wynnreyell (-38; Reflex DC21)
---
Nightcrawler (-286; Sickened; grappled)
Everyone, you're up!
Archaememnon
|
Fortitude
1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29
The dragon thrashes in the creature's maw.
Power Attack, Vicious
Bite
1d20 + 26 + 1 - 5 ⇒ (12) + 26 + 1 - 5 = 34
2d6 + 2d6 + 13 + 4 + 10 ⇒ (2, 4) + (6, 5) + 13 + 4 + 10 = 44 plus 1d6 ⇒ 4 fire
Vicious damage to Arch
1d6 ⇒ 1
Claw 1
1d20 + 26 + 1 - 5 ⇒ (1) + 26 + 1 - 5 = 23
1d8 + 2d6 + 9 + 4 + 10 ⇒ (7) + (3, 6) + 9 + 4 + 10 = 39 plus 1d6 ⇒ 2 fire
Vicious damage to Arch
1d6 ⇒ 4
Claw 2
1d20 + 26 + 1 - 5 ⇒ (9) + 26 + 1 - 5 = 31
2d6 + 2d6 + 9 + 4 + 10 ⇒ (5, 3) + (3, 4) + 9 + 4 + 10 = 38 plus 1d6 ⇒ 5 fire
Vicious damage to Arch
1d6 ⇒ 1
Wing 1
1d20 + 26 + 1 - 5 ⇒ (1) + 26 + 1 - 5 = 23
1d6 + 2d6 + 4 + 4 + 10 ⇒ (3) + (6, 4) + 4 + 4 + 10 = 31 plus 1d6 ⇒ 4 fire
Vicious damage to Arch
1d6 ⇒ 4
Wing 2
1d20 + 26 + 1 - 5 ⇒ (13) + 26 + 1 - 5 = 35
1d6 + 2d6 + 4 + 4 + 10 ⇒ (2) + (6, 1) + 4 + 4 + 10 = 27 plus 1d6 ⇒ 6 fire
Vicious damage to Arch
1d6 ⇒ 6
Tail
1d20 + 26 + 1 - 5 ⇒ (16) + 26 + 1 - 5 = 38
1d8 + 2d6 + 4 + 4 + 10 ⇒ (5) + (5, 6) + 4 + 4 + 10 = 34 plus 1d6 ⇒ 5 fire
Vicious damage to Arch
1d6 ⇒ 6
Sir Hendric the Vigilant
|
"For Vigil!"
The Lastwall cavalier attacks the monstrous undead.
Since I didn't need to use Snake Style or Mounted Combat, I still have Moment of Greatness available. Will use it to double the +5 morale bonus to hit (Order of the Sword challenge as Cav19) to +10 on the primary.
+5 lance, Relic, Moment of Greatness: 1d20 + 28 + 1 + 5 ⇒ (2) + 28 + 1 + 5 = 36
Using my Folio reroll
+5 lance, Relic, Moment of Greatness: 1d20 + 28 + 1 + 5 ⇒ (3) + 28 + 1 + 5 = 37
Damage: 1d8 + 42 ⇒ (2) + 42 = 44
Secondary: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Damage: 1d8 + 42 ⇒ (6) + 42 = 48
Tertiary: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
Damage: 1d8 + 42 ⇒ (5) + 42 = 47
GM Lorenzo
|
Archaememnon fights off the nightcrawler's venom, and she thrashes within the creature's mandibles, striking out with wing and maw, tail and claw. Even grappled, the golden dragon lands vicious blows with teeth, wing, and tail.
Suffering more devastating damage than the nightshade can withstand, it flips over, hundreds of chitinous armor plates curling in on themselves in its death throes.
With several piercing thrusts of his mighty lance, Sir Hendric confirms the monster will never rise again.
The nightshade nightcrawler's centuries of service to Tar-Baphon finally reach an inglorious and ignominious end.
Victory!
Effects:
Particulate Form - Fast Healing 1
The Wounded
Julian (Reflex DC21)
Archaememnon (-111)
Bristor (Reflex DC21)
Wynnreyell (-38; Reflex DC21)
Julian Duphin
|
Assuming this thing is still alive.
Heroism, Orchid's Drop
Reflex: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36
Julian leans in with his spear, using another round of quickness from his boots.
I'll use moment of greatness on my first attack.
Haste, Heroism, Mutagen, Power Attack, Studied Combat, Relic
+1 inspired longspear: 1d20 + 14 + 1 + 4 + 3 - 3 + 6 + 1 ⇒ (15) + 14 + 1 + 4 + 3 - 3 + 6 + 1 = 41 + Inspiration: 2d8 ⇒ (1, 1) = 2 Total:42
for piercing: 1d8 + 10 + 9 + 6 ⇒ (5) + 10 + 9 + 6 = 30 + Inspired: 2 Total: 32
haste: 1d20 + 14 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (18) + 14 + 1 + 2 + 3 - 3 + 6 + 1 = 42
for piercing: 1d8 + 10 + 9 + 6 ⇒ (4) + 10 + 9 + 6 = 29
iterative: 1d20 + 14 + 1 + 2 + 3 - 3 + 6 + 1 ⇒ (17) + 14 + 1 + 2 + 3 - 3 + 6 + 1 = 41
for piercing: 1d8 + 10 + 9 + 6 ⇒ (6) + 10 + 9 + 6 = 31
Peter Zarr
|
Peter is high enough for fast healing 2, so you'll heal 24 over the next 12 more rounds, and can end the spell for 5d6 more at the end for healing. During those 12 rounds Peter is happy to use the wand on the dragon, who can do so herself as well. Death ward still has about 15 rounds, after those 12 (and combat) before Peter himself is vulnerable :) @GM Does the house need more successes? Can we pass some more aid tokens to help?
Bristor Gwin
|
Reflex save w/ many many buffs including Shake it Off: 1d20 + 21 ⇒ (13) + 21 = 34 vs. DC 21. Has ring of evasion so should be no dmg
Bristor roars in victory at seeing the massive undead shrivel up like a bug on flagstones.
Peter Zarr
|
Peter looks at the dragon, glad that her wounds are already closing.
Well done all! We've got this wand to use on you.
@Arch Feel free to roll both your and my wand uses (21 charges remaining on our requisitioned wand), in addition to the 5d6+24 healing
Sir Hendric the Vigilant
|
Sir Hendric rejoins the group.
"I couldn't see what you all were doing, but victory is ours. This fiend is no more. Archaememnon, I could see you and that was a mighty battle. Well fought."
Peter Zarr
|
Silly creature, didn't realize that worms don't eat dragons...
Julian Duphin
|
Julian wipes ichor from his spear.
"A well-fought victory. Hopefully our companions fare as well."
Archaememnon
|
Well done, team. This is what it's all about: Explore, report, cooperate, and slay unholy minions along the way.
Healing
5d6 + 24 ⇒ (1, 2, 2, 1, 4) + 24 = 34
Wand
10d8 + 10 ⇒ (7, 6, 7, 8, 4, 8, 5, 1, 2, 4) + 10 = 62
3d8 + 3 ⇒ (7, 5, 4) + 3 = 19
Wynnreyell Moonsilver
|
reflex: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22 Whelp, at least this isn't second edition
"That beast had some thick skin." Wynn says, noticing only one arrow did anything.
After combat
Wynn pulls out his wand of infernal healing and begins the healing process.
9 charges should heal me completely.
"We did what we can do." Wynn says sinking to a knee. His rage boils as the wand take effect.
Peter Zarr
|
@Wynn You still could have used particulate form's healing and my wand that goes away at the end of the scenario, to put you at 2HP from full, if you prefer to use those resources first rather than yours
Particulate Form: 5d6 + 24 ⇒ (4, 6, 5, 1, 2) + 24 = 42
CLW: 8d8 + 8 ⇒ (3, 7, 2, 4, 4, 4, 6, 2) + 8 = 40
Wynnreyell Moonsilver
|
I must not of read that part of particulate form. Yeah, I will go with that instead.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
At last, the ritual reaches a critical point, With the ritual’s anchoring stones disrupted and its guardians slain, the Pillar struggles in vain to stop its magic from collapsing. The Pillar trembles, and a psychic scream echoes through the minds of everyone within Gallowspire. The lasts wisps of magic drift away from the pillar’s surface, filling the room with a quiet fog. The taste of corruption fades from the air.
Utter silence falls, as if all the air in Gallowspire has been drawn away by the inhalation of some massive being. But the peace does not last for long. The stillness is broken a moment later by a titanic crack. Fissures form in the walls, and the ground shifts. Silently, a pitch-black nothingness begins to ooze forth from the newly formed cracks in the walls, floors, and ceilings. The cracks spread with supernatural speed, reaching out like grasping fingers to tear the dungeons to pieces. In the Black Caverns, small rocks begin to rain down from above. Gallowspire is falling apart!
GMs, please apply the Speeding Up the Encounters conditions on page 16 and finish up your encounter quickly.
GM Lorenzo
|
Stalactites riddled with fingers of negative energy begin raining from the ceiling as the entire area shakes treacherously. It is clear that the time to go is now!
The primary danger the Pathfinders now face is getting above the level of the Black Caverns. A few undead remain, but the collapsing chambers and seeping negative energy provide the true threats.
The ground is unsteady, and you might fall to the ground. If your reflexes aren't quick enough, you might be pinned under hundreds of pounds of rubble, badly injured.
Negative energy lashes out, as black tentacles (CL16) grapple some of the other Pathfinders beginning to crush them to death. They need you to heal them or otherwise help them escape.
Hordes of skeletons emerge from cracks in the walls and start chasing the fleeing Pathfinders. They are too weak to challenge you, but some of the other Pathfinders need help.
The way out has been almost completely sealed off. You can attempt to squeeze through or try to find another route out of the dungeon.
The dangers are too numerous to describe them all, and our heroes probably encounter other threats and hazards as they make their way out of the Gallowspire.
This last section of the adventure is primarily your narrative. Take as much time as you want to describe your epic escape. Alternatively, anyone who wants their Primary Character or Aid Characters to meet a heroic end has the opportunity to narrate that moment. Create heroic moments for such sacrifices and provide a satisfying, emotional end for that character’s adventures. Example heroic moments could include pushing a friend out of the way of a falling wall or bravely fending off a terrible monster while the others escape. If you want to roll some dice in the process: Skill checks are DC32; Saves are DC25.
Peter Zarr
|
Peter is cognizant that his contingent represents some of the most powerful members of the society present, and acts accordingly.
Seeing the falling Stalactites towards his fellow pathfinders, he quickly erects a wall of stone, to hold back the onslaught for his fellow pathfinders. To help get the injured moving he summons a small group of Lillend Azatas, who heal the stuck pathfinders with their spells, use their considerable strength to help them escape, and fly them to safety over the next minute and a half.
fort: 1d20 + 21 ⇒ (1) + 21 = 22 Peter is fatigued by his actions as he flies out. Once we get out he'll cast lesser restoration, but I can take the no running or charging for now
Lillend Azatas: 1d3 + 1 ⇒ (3) + 1 = 4
Peter quickly summons yet another Azata, a Lyrakien, who gently plays a song, easing the burdens of the pathfinders as they leave. removes fatigued/exhausted from all listeners, including Peter!
Peter let out wave after wave of healing, the strongest he can by converting his remaining cleric spells into mass cure spells, as he expertly flies overhead of his fellow pathfinders, disintegrating the skeletons and healing his allies.
Mass CMW: 2d8 + 13 ⇒ (6, 1) + 13 = 20 converting Mislead
Mass CMW: 2d8 + 13 ⇒ (1, 3) + 13 = 17 converting heal
Mass CLW: 1d8 + 13 ⇒ (5) + 13 = 18 converting False Vision
Mass CLW: 1d8 + 13 ⇒ (2) + 13 = 15 converting breath of life
Fly: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Sir Hendric the Vigilant
|
Alternatively, anyone who wants their Primary Character or Aid Characters to meet a heroic end has the opportunity to narrate that moment.
Hell no!
As one of, if not the greatest of Lastwall's knights left alive, Sir Hendric is going to be a thorn in the side of the Whispering Tyrant for decades to come.
The ground quakes, but with Sir Hendric's steady guidance, Sentry keeps his feet.
Ride, Heroism, DC 32: 1d20 + 27 + 2 ⇒ (6) + 27 + 2 = 35
Falling rubble threatens to crush the cavalier and his valiant steed, but they nimbly dodge out of the way.
Sir Hendric Reflex, Heroism, Shake it Off, DC 25: 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 37
Ride check for Indomitable Mount, Heroism, DC 25: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33
Janira Gavix and other Pathfinders are menaced by a horde of skeletons, and the halfling shouts "Go, save yourself!"
Sir Hendric does what he did against that minotaur so long ago - he ignores Janira's selfless advice, lowers his lance, and charges.
Say they are a Troop.
Charge/PA: 1d20 + 32 ⇒ (16) + 32 = 48
Damage: 3d8 + 93 ⇒ (5, 3, 3) + 93 = 104
Dozens of skeletons fall to pieces under the force of the charge.
At the fallen stones blocking the way out, he begins moving stones aside. While a Dimension Door could save a few, there are too many trapped in here.
Strength: 1d20 + 7 ⇒ (13) + 7 = 20
You have no DC listed for ability checks, but they are normally quite a bit lower than save DCs, since they do not inherently scale with level, so I'm going to assume a 20 is good enough to accomplish something meaningful.
Sir Hendric will not leave any Pathfinders behind if there is any chance of saving them, but he understands that he himself is of significant strategic value to the Society and to the remaining survivors of Lastwall. He will not die today.
Julian Duphin
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Julian stands his ground during the quakes, then drinks his final elixir of enlarge person and goes to retrieve the Pathfinders that are in trouble.
Reflex: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
With his giant arms, he sweeps some stuck agents up and pulls them from the black tentacles.
CMB: 1d20 + 14 + 3 + 2 + 1 ⇒ (13) + 14 + 3 + 2 + 1 = 33
With collapsed tunnels and mobs of undead still in the way, the investigator searches for hidden passage that might lead out of the ruins. He uses alchemical allocation and drinks his elixir of vision.
Perception: 1d20 + 20 + 10 + 2 + 2d8 ⇒ (1) + 20 + 10 + 2 + (4, 8) = 45
Despite his luck running thin, he's able to discover a new route out of the collapsing dungeon, and he emerges with a group of Pahtfinders into the crater.
Bristor Gwin
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Seeing danger all around him, Bristor uses his superior mobility, freedom of movement, and ability to teleport short distances to rescue fellow Pathfinders caught in the tentacle, and to help others move forward through the shrinking pathways.
Thanks to the protection of Cayden Caliean and his own ability to excel via teamwork, he’s able to shrug of the rushing negative energy and help direct his comrades on the safest paths.
Fortitude save: 1d20 + 26 ⇒ (8) + 26 = 34
Perception: 1d20 + 28 ⇒ (10) + 28 = 38
When he finally reaches the surface, away from the worst of the necromantic taint the Gallowspire has to offer, he takes a moment to empty his flask on the ground, leaving a last drink for those who did not make it, but helped secure this victory.
Archaememnon
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The great dragon takes to the air, chunks of stone falling and the rusty arrows of the undead horde flying all around. She circles back, draws in a lungful of the foul crypt’s air and breathes a gout of flame across the skeletal mass.
20d6 ⇒ (5, 2, 5, 1, 1, 1, 3, 4, 6, 1, 6, 3, 1, 5, 5, 5, 5, 6, 1, 1) = 67 Reflex DC 29
The fire breaks the charge of the pursuers, allowing a squad of junior Pathfinders to escape.
A crack rips the air asunder and a massive arch of stone tumbles toward a troupe of Pathfinders. Archaememnon flies to it, trying to brace it long enough for those below to get through.
Strength
1d20 + 9 ⇒ (2) + 9 = 11
Unable to save them all, Arch casts dimension door to get some of them out from under the rubble, and gathers others up into her scaly arms. Seeing more undead in pursuit, she breathes again…
20d6 ⇒ (3, 1, 4, 4, 1, 2, 3, 6, 6, 3, 5, 5, 5, 5, 1, 1, 1, 4, 6, 3) = 69
…and flies up through the passage that Julian has found.
At the surface, she pauses to take in the scene for a moment. The victorious and the wounded, sharing a drink and laughing off another brush with death. It has been eight good years since she first signed on to travel with the Pathfinders. She'd only just begun to understand her own nature and the nature of her powers. But a wind picks up and blows the dust and smoke away to the mountains. She can hear the solitude calling to her and knows it is time to go.
GM Dennis
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**OVERSEER ANNOUNCEMENT**
Through the terrible dark and palpable evil of the dungeons of Gallowspire, the expedition fights its way to the surface. The earth beneath and around them continues to shake, and undead monstrosities continue to fight, but the Pathfinders are implacable in their progress. Finally, after many more hours, the dim light of day greets the surviving Pathfinders who emerge from the outskirts of the Gallowgarden. Most show signs of desperate battle and deep exhaustion. As the light grows and shatters the clearing clouds, a few shouts of congratulations soon become a rousing cheer.
Marcos Farabellus steps forward triumphantly. “My friends, I have never been so proud to call myself a Pathfinder as I am today. Thanks to you, and to everyone who gave their lives to this mission, the world does not need to fear a terrible undead blight. The Whispering Tyrant may be a figure of legend, but you have challenged his plots, and you have emerged victorious. Your bravery and determination stand as a shining example, not just to your fellow agents, but to the world. Let us face the challenges ahead in the same spirit. Let us honor our dead and carry their memory and stories with us as we move forward into a new day. Explore! Report! Cooperate!”
That’s the end! Thanks for playing everyone, and thanks especially to the table GMs for all your hard work! GMs, the house has earned the full Necromantic Surge boon (4 boxes remaining).